Well, I'm not sure exposing this WIP would be as thrilling as other released games in this forum, but I thought it would be fun to share with you my evolution in Unity and the overall project

And if this game strikes the appStore, I will be proud to display the "Made with Unity" icon on its title screen
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The basis is a Fighting game on a 2D plan. I can't tell much about the mechanics as they're not really achieved, but all I can tell is that it won't be a clone of the other 1278913728 existing fighting games.

Will be interesting to see how you work the multi-player mechanics. We're still a ways off from getting Street Fighter response times over the internet, though I'm sure there are mechanics that can be just as engaging with higher latencies.

Thank you Charles for your support
Yes multiplayer is hard to make with 3G latencies, that's why I will offer a totally different approach for players with bad ping. I will developp my idea here in a few monthes, but beside this point, there will be bluetooth multiplayer, thanks to Apple's next OS

In fact this HUD version will be totally revamped, with much more color cohesion and scene visibility.
The HP bars will disappear too, replaced by an icon for a new game mechanic in a fighting game, I can't speak of it yet

Overall, the buttons will be entirely movable and resizeable by the user, so everybody can have his own HUD (little fingers != big fingers).

This is a stupid question... does it work for iPod Touches? I want it! Looks great and simple HUD too. The buttons look good, easy to use, and who doesn't like insane tae kwan doe (did i spell that right?) moves? Anyways, good good good good good jobb.

This is a stupid question... does it work for iPod Touches? I want it! Looks great and simple HUD too. The buttons look good, easy to use, and who doesn't like insane tae kwan doe (did i spell that right?) moves? Anyways, good good good good good jobb.

Click to expand...

I'm 99% sure that every game available for the iphone is also available for the itouch.

It is not my first game attempt, but my first to-the-end attempt
And I swear I will make it to the end !

I feel you about gamemaking passing over daily duties ... But even if I know than iPhone solo gamedev could be more cash rewarding than any average dayjob, I'm conscious that it couldn't last as long.
And I would miss the social experiment, badly ...

Anyway !

Now that the actual release can show a decent action, I will post a video in the next weeks.

Actually, I'm precisely in this hit collision developpment, and I'm not yet decided about what to choose between :

- attaching boxColliders to each members (arms, legs, feet, hands, head, torso) and let the PhysX onTrigger handle the job. This can work very well, as I modeled the animations in a very precise way, to let every move hit right in the stomach, or the leg, or the head, etc.

It's already implemented in this demo, so it's not hitting perfs. But I'm afraid about some unexpected missing shots on certain particular move combinations.

It's still possible to correct this problem by growing the size of hands and feet colliders. But still, I don't like approximation ...

- So the other solution would be to create 2D transposed colliders, which position would be relative to each member bone. That would be less CPU eating, and more hit secure, but would cut down realism.

I'm working on this second solution tonight

Keep you informed !

edit : Silly me, I don't use physics in the game (yet ?), so I don't need RigidBodies and Colliders. I'll simply use Vector3.Distance() on Bones. Oh and perfs will like that

edit 2 : Well ... I got to return to Rigidboies, as dealing with Vector.Distance() is slow as hell ...

During the last 10 years preceding this era, space travelling got totally vulgarized. Big transport companies built their own orbital stations, in order to give unique views during short stays.

Here is the main France complex.
Its restaurant offers various specialities, in a cosy ambience.

We can see a busy waitress going here and there, serving an already full room, while we assist in a sunset.

This place is one of the most rubbed spots by powerful businessmen, and therefore drew the attention of the most passionate ones concerning organized fighting.Then it is not surprising to find the resort among the scenes of the Kinetic Damage tournament.

The architectural choice was directed towards a glass structure in order to extrapolate the sensation of floating in space.

The toroidal shape allows the restaurant to energize the main lines composing the image.

Nice work, really! The last screenshot reminds me of Another World somehow.

Just one suggestion, something i noticed when looking at the 3-screenshots post a bit further up ... i think the first ones with the 3D background. I noticed that visual contrast isn't too high, especially the trousers of the fighters and the street are nearly the same greyish color. Maybe you can improve on that. I'm not a beat 'em up player or artist but i can imagine that visual clarity and being able to easily distinguish characters from background is probably one of the important visual aspects of these games.

Anyway i think it's great to see a game progressing so keep posting the updates!

In the late 2040's, recent discoveries in science allowed incredibly fast modification of water molecules by magnetic fields micro bombing. The result just made water hovering possible.

The Transpacific Hovertrain is a waypoint driven public vehicle, crossing the Pacific Ocean to deliver its passengers to beautiful destinations, hovering the Blue between incredible places like Bora-Bora, Fiji islands or Honolulu.

Our scene takes place on the roof of the train, at the constant speed of 600 km/h, protected by a force field to avoid air friction wipeout.
From time to time, you'll see yourself be ingested by cliffs, crossing through the heart of one of the virgin islands around.

Your fighter do have the whole 60 meters length of the train to choose his/her position, and will be carefully followed by the KD channel's cameras and its white aircraft.

Movement and variety are important in this scenery, so you will never see the same background, as the isles topography and length are randomly generated.

Attached Files:

In the late 2030, while the worldwide peace had reached a perfect equilibrium, small terrorism organizations were continuing to crawl in the dark.
One of them, the brazilian Direitos Humanos Agora, couldn't take it anymore with growing corporations taking over each country's own political hierarchy.

So they've done the unfixable. They blew up L.A., one of the most powerful corporations crossroad in the world, with a custom Antimatter bomb.

Nowadays, ruins have been investigated by neo-punk communities, finding salvation in this no man's land.

Antimatter has left a permanent storm over here, growling over some weird green thick fog.

The action takes place over a bridge, letting a dominating view over the ruins.

____________________________

Well, I will now switch to the core of the game : fighting.
4 classes of fighters are planned to be completed in the next working row.

Incoming : the Tactician.

As another annoucement, I'm happy to let you know that a friend of mine, who actually released some popular high rated Nine Inch Nails remixes, will create some of the soundtracks.

You can find him as "buckbottleneck" on the remix page of NIN official site.

Well, many water has passed under the bridge since this last level, including really exciting stuff :

- I established a contact with a huge musical artist : General MIDI. Thanks to their opened mind, they would be interested in having one of their track in the game. This is currently in discussion, but that's even great so far.
Which made me want to finally, if my budget is enough, put other huge artists in the soundtrack, just like Need for Speed series.
I will try to contact the followings : Plump DJs, Stanton Warriors, Spor, State of Mind, Future Sound of London, BT, and Rennie Pilgrem. They are all BreakBeat / Drum and Bass very well know artists, and I hope their awesome work could find a place in Kinetic Damage. One part of the deal would be to offer an iTunes link to their albums, ingame.

- Another friend of mine, who is really talented and professional, will join the soundtrack adventure too.PsycheDarkTrancia is his scene name. He produces very clean goa / psytrance tracks.

- I reserved a domain name, www.kineticdamage.com, to later put game help presentation.
I also locked the iTunes name reservation.

- Now concerning the game itself, I implemented camera moves, hit tests, combos, special move detection, and adjusted hit timings. This is to ensure that mechanisms between one strike and one hit are correctly balanced.

For this, I wrote a frametime table (see attached file*), putting an effort on precision.

This will make each fighter's gameplay feel different, some being slow but powerful, some fast to launch a strike but longer to recover, some others really fast but not so powerful, etc ...

That working method is inspired by Capcom's Street Fighter frametables, of course.

- I also worked on a major optimization : now the game is running at 50 fps on 3GS. I expect to have an average 30 fps on 3G by replacing 3D background by a flat picture.

- Actually, I'm working on every aspect of one class : the Tactician. Full info about it will be released when it will be over. By every aspect, I mean : CPU AI, mechanisms, quality control, special moves, and special talents. I consider it will be finished next month.

Well, here we go

I'll post a video of the Tactician when it will be done.

Thank you again for your attention, it drives me to put higher efforts.

Cheers

(sidenote : if anybody want to play some fights on Street Fighter 4, my XBox Live gamertag is Coolfusi0n. Fei-Long user here, but as I'm in G1 and there's nobody there, I will prefer to play friendly matches)